From: Loren J. Miller (MILLERL@WILMA.WHARTON.UPENN.EDU)
Date: Thu 16 Jan 1992 - 09:56:33 EET
The following are the rules for combat, including quite a few house
rules, that I've instituted in my StormQuest campaign, set in the
Young Kingdoms at the time of Elric using RuneQuest mechanics with
Stormbringer magic. I ran RQ2 around '82-'85 and then played a bunch
of other FRPs afterwards, and only recently came back to RuneQuest,
which I like because of the mostly realistic feel of the game, and
the ease of judging the difficulty of tasks.
When I started converting this campaign from Stormbringer, the
players were rusty on RQ combat rules and more sophisticated than my
old RQ2 players used to be, they wanted to be able to do certain
things that the system didn't allow them to do, like punching
somebody and knocking them out without killing them.
So I typed in the RQ combat maneuvers as I understood them and I added
some house rules for additional maneuvers, such as tripping, shoving,
and aiming at body areas. I also modified some of the combat modifiers
to make smart tactics more meaningful and desirable.
I also put in character generation rules reminiscent of HarnMaster.
The ATTACK statistic mentioned below is gotten by averaging Str,
Int, Con, and Dex. The RANGE statistic is the average of Str, Con,
and Siz. The DEFENSE statistic is the average of Str, Dex, Dex, and
21-Siz. Base weapon attack skill is given by multiplying the ATTACK
score by some multiplier, which is generally the RQ3 base skill
divided by 5. Base parry is given by multiplying the DEFENSE score
by the same multiplier. Maximum range for thrown weapons and bows is
gotten by multiplying the RANGE score by a weapon-specific
multiplier, and gives an absolute maximum rather than RQ's effective
range. Effective Range is decided by using multiples of ATTACK,
based on weapon type and sighting mechanicism.
Combat Options
You may choose any two different combat options during a round;
move, parry or dodge must be one of the actions. One or two
situations will alter this two-action rule, but it holds in
general.
Attack
Roll the adjusted weapon attack skill or less on percentile dice,
at the adventurer's strike rank.
A melee attacker may make a general attack which rolls D20 for
hit location; or he may make a head shot which rolls 10+D10, an
arms shot which rolls 12+D6, or a leg shot which rolls D10 for hit
location. Any thus restricted attacks reduce attack skill by some
amount (see table, below), and add to SR.
If an attacker has the high ground, he adds one to all hit
location rolls for attacks.
Any attack (except a critical hit) which strikes a hit location
that is covered by some obstacle (such as a wall, doorway, window
ledge, fencepost, etc) hits the obstacle instead, causing it damage.
Successful attacks with a bashing or slashing weapon that do
damage over the SIZ of the opponent drive him back 1 meter for each
5 hp extra.
Special success with a bashing or slashing weapon drives the
opponent back one meter for each 5 hp of damage. The opponent must
make a DEXx5 (or Balance, his choice) roll or fall down.
Special success with a piercing weapon Impales the opponent,
doubling weapon damage and meaning the weapon is stuck in the body
of the target. The attacker rolls against skill x .4 or less to
pull the weapon out 3 SR later, and then every following round, if
this fails the weapon is stuck. After five rounds or a successful
roll the weapon will be removed (Players Book, p.54).
Modifiers
+50 Target helpless
+30 Target surprised during non-combat or knocked down
+10 Target surprised during combat
+10 Attack from behind or unshielded side
+20 Prepared attack -- last round was spent aiming
+10 Attacker above target (also applies to attacker's parry
chance)
-75 Target cannot be seen or sensed with a targeting sense --
total darkness
-60 Moonless or overcast night
-45 Night with some moon or distant lights
-30 Night with full moon or near lights
-30 Dark interior, Single torch or candle
-15 Plenty of light from fire, torches, or candles
-30 Attacker has been knocked down
-10 Target moving
-10 Per SIZ point target is below SIZ 4
-10 Attacker is riding moving animal or vehicle
-10 Aimed Attack: 1D10 Adjacent Hit Locations, also +1SR
-20 Aimed Attack: 1D6 Adjacent Hit Locations, also +2SR
-30 Aimed Attack: 1D3 Adjacent Hit Locations, also +3SR
Pulled Attacks
Any attack may be performed at less than full force, allowing the
attacker to not use his any part of his damage bonus or weapon
damage, in case he doesn't want to kill an opponent.
The attacker may also declare his attack to be non-lethal, in
which case half of the damage inflicted is real trauma (and
therefore must be healed as usual), while the other half is shock
damage that heals at one point per hour. If the weapon is designed
to subdue or, like a hand, not designed for combat, then only a
quarter of the damage (round down) inflicted is real trauma, and
the rest is shock damage.
In other words: Treat unarmed attacks as non-lethal damage at all
times, unless using martial arts. Unarmed attacks with non-lethal
intent follow the quarter damage rule given above. Armed attacks with
non-lethal intent (except saps, bottles, etc) follow the half damage
rule.
Parry
Roll the adjusted weapon parry skill or less on percentile dice, at
the strike rank in which the adventurer is attacked. Parry with
natural weapons uses the same skill value as attacks. Thrown
weapons may be parried at half skill, arrows may be parried with a
special parry, and bullets (either from slings or powder-weapons)
only with a critical.
You may parry more than one attack per round. For each parry
after the first, subtract 20% from your chance to parry. (i.e.
second parry is at -20%, third at -40%, etc)
If you have a swordbreaker device (such as viking shield, sai,
or specially designed weapons) and you get a special parry against
a melee attacker then you have entangled the attacker's weapon, and
may attempt (1) to wrest it from his grasp with a STR vs STR roll,
or (2) to break the weapon with a STR vs AP roll.
Dodge
Roll the adjusted dodge skill or less on percentile dice. Dodge
applies against any one opponent, but must be rolled separately
against all attacks by that opponent.
Move
Beginning with the adventurer's dexterity strike rank, the
adventurer can move his or her movement allowance any or every
following strike rank in the round. If he has moved and still has
sufficient strike ranks to attack, he can attack and defend. If he
wants to attempt a move-by he can perform only one other combat
maneuver besides move (such as attack, parry, or dodge) but SIZ is
not counted in the SR determination for either side.
Note that a moving target is -10% to be hit.
Disarm
An attack against the opponent's weapon instead of his body.
Modifiers include, -10% for SR1, -20% for SR2, and -30% for SR3
weapons.
Attacker may strike to damage the weapon, applying all damage
in excess of the weapon's AP to reducing the AP, instead of the
usual 1 point degradation from normal attacks.
Attacker may try to "beat" the weapon out of the defender's
hand. If the attacker's damage overcomes the defender's STR on the
resistance table (STRx1.5 if the weapon is held with two hands) the
weapon goes flying (Players Book, p.58). Can not be done with
short, stabbing weapons like daggers or knives.
Attacker may try to entangle the weapon with a flexible
weapon, such as whip, lasso, or flail. Attacker must get a special
success, and if he does then overcoming the opponent in a contest
of STR will disarm the opponent. If the attacker fails to disarm
his opponent, the defender may try to disarm the attacker (Players
Book, p.58).
Disengaging
If you're in melee and you wish to escape you must spend a round
dodging and parrying, and, assuming you can still move, you may
move freely starting on your Dex SR the following round. If your
opponent can strike at you before you get out of range he gets +10%
for attacking your back.
Mounted combatants against footmen can disengage in half a
round. Footmen can't disengage from mounted opponents unless they
can hide or teleport REAL fast.
Aimed Shots
Delay to attack until strike rank 10, and at that time attack with
half your full skill (halve before applying modifiers). If the
attack succeeds, the blow hits in the called location.
Grab
An attack with the grapple skill. A successful grapple catches the
opponent's random hit location. If the defender parries
successfully with grapple or fist skill then the attack does not
grab anything, if the attack is a success and the parry is a
success, but not with grapple or fist, then the attacker grabs the
parrying arm. See RQ Player's book (p.61) for more on grappling and
wrestling. Any grappled limb is at half chance to do any
manipulation skill.
You must make a successful grapple roll at the beginning of
each round in order to keep the hold you established the previous
round and work on any further grappling maneuvers.
After grabbing an opponent, the next round you may attempt to
immobilize the body part you are holding. Winning a STR vs STR
contest will immobilize the held body part. An immobilized body
part cannot help you perform any manipulation skills.
After grabbing an opponent, the next round you may attempt a
STR+DEX vs SIZ+DEX roll to throw the opponent. A thrown character
must make a DEXx5 (or Tumbling) roll or take 1D6 damage in a random
location (armor helps).
Knockout
An Aimed Shot, using the haft or flat of the weapon, to the head.
If it hits, then compare the damage that gets through armor to the
HP of the head on the resistance table. If the damage overcomes HP
the victim is knocked out and must roll against CONx1 every round
to wake up. Only half the damage inflicted is permanent, the rest
heals at one point per hour.
Consider all fist and sap attacks to be non-lethal damage.
Shoves and Body Blocks
At SR for Fist attack, if the attacker succeeds at STR+SIZ vs
SIZ+DEX roll the defender is knocked back as if attacker's STR+SIZ
were damage (reduced by defender's SIZ as usual). Special success
ignores defender's SIZ, Critical success and the defender drops all
carried weapons (excepting strapped on ones).
If attacker fails he must roll DEXx5 (or Balance) or fall. If
he keeps his feet then he is Knocked Back by his opponent
(Opponent's STR+SIZ minus Attacker's SIZ).
Trip
Any melee weapon with a SR of 2 or less can be used to trip an
opponent. Roll a successful attack, attempting to trip the
opponent, and if not parried or dodged, then win a STR vs STR roll
to trip your opponent, forcing him to make a Balance or DEXx3 roll
to keep his feet.
Attack modifiers for trips are, -10% for SR0, -20% for SR1,
and -30% for a SR2 weapon. You may not trip an opponent who has
Closed with you, though you may Shove, or Grab and Throw, which has
much the same effect.
Closing
Normally, only an option if your enemy has a longer weapon than you
do. In this situation it is an excellent idea. Add one to your
attack strike rank and advance inside your opponent's range. If
your enemy has room to retreat and wants to he will also add one to
his strike rank and keep you in the engagement range of his weapon.
Once you get inside the reach of a longer weapon you get to attack
first every round (strike ranks don't make a difference), and your
opponent may only choose one combat maneuver per round instead of
the normal two. If someone closes on an opponent with an equal
length weapon then both combatants may only choose one combat
action per round, but they attack at their normal strike ranks.
Note that closing on someone who wields his fists or any SR3
weapon requires the attacker to use the grapple skill. You may not
close on anyone who is grappling you.
Carving Runes
May only be done with a dagger, shortsword, or a rapier. Declare
your plan to carve a character in something or someone. This
maneuver is extremely difficult; consequently the attacker's base
skill is divided by two. If you get a special success in your
attack then you have carved the character of your choice in your
target, and the target must win a POW vs POW struggle against you
or be stunned (roll INTx5 each round to recover); a critical also
automatically stuns any onlookers or targets (roll INTx3 once per
round to recover). A success that is not a special success imprints
one stroke of the desired character on the target, but not the
entire character. Continued successes will eventually carve the
desired character.
New Weapon Rules
Basket Hilts
Common on Melnibonean swords and daggers, but beyond the metallurgy
of the rest of the Young Kingdoms: A basket hilt on a sword may be
used as a sword breaker. See the Attack and Parry skill
descriptions above.
Heavy Cloak
Wielded in one or both hands a heavy cloak will add 10% to one's
Dodge skill.
It may be used offensively (Cloak attack skill x2) to envelop
the opponent. If it is not dodged or parried the victim is
effectively blinded for at least one round (treat as Surprised
during Non-Combat). The victim may throw the cloak off in one round
by making a DEXx5 roll, two rounds if the DEXx5 roll fails.
It may also be used as an entangling weapon, and is long,
heavy and flexible enough that it may not be parried by any SR3
weapons, while SR2 weapons are at half chance to parry a heavy
cloak, though it may be dodged.
A heavy cloak weighs from 5 to 10 pounds, costs around 20 LB,
has 2AP, and is heavy enough to serve as a blanket or keep one warm
on a winter night.
Light Cloak
Wielded in one or both hands a light cloak will add 10% to one's
Dodge skill.
It may be used offensively (Cloak attack skill x2) to envelop
the opponent. If it is not dodged or parried the victim is
effectively blinded for at least part of one round (treat as
Surprised during Non-Combat). The victim may throw the cloak off on
his DEX SR in the next round.
It may also be used as an entangling weapon, though it is
light and may be parried with any weapon.
A light cloak weighs from 1 to 3 pounds, costs around 10 LB,
has 2AP, and keeps mild weather out.
Armor Piercing Weapons
Some weapons, mostly high tech weapons such as crossbows and guns,
ignore some of the Armor Points (AP) of an object. Armor Piercing
weapons have a Penetration rating (PEN) for the number of Armor
Points they ignore. Crossbows, for example, ignore up to 5 AP, and
Muskets ignore 8 AP. Few armor piercing weapons are available in the
Young Kingdoms, though they are frequently encountered in others of
the Million Spheres, especially those planes dominated by Law and
possessing an advanced scientific technology, such as Earth, Uerth
of Ralcon 4, and the Third Terran Empire.
Special Situations
Under Water
The main problem is breathing -- see asphyxiation rules in The
World chapter of Player's Book. There are other problems too.
First, crushing and slashing weapons are basically useless, as are
missile weapons. Second, only thrusting weapons and knives are
useful underwater. Third, all targets are considered to have 3AP of
extra armor when underwater, because of the drag of the water,
which is even good against critical hits.
Most magic and demon weapons do full damage under water, with
the exception of fire, earth, and possibly a few other, exotic
elementals, which of course are destroyed by the environment.
Riding
Weapon use while riding an animal is restricted by the rider's
riding skill. The rider's attack chance may be no higher than his
ride chance. Two handed swinging weapons may not be used on
horseback, nor may most bows, with the exception of Desert Bows.
On the other hand, riders may engage in combat while moving,
may use the mounted lance, roll 1d10+10 for hit location against
unmounted opponents, any shots aimed at a rider that hit a hit
location obscured by his mount hit the mount instead, and any shot
aimed by a footman that hits hit location 19 hits the near arm
instead of the head.
Chandeliers and Rigging
Chandeliers may be swung upon, as may Ship Rigging. Use the Climb
or Jump skill to mount them and Jump or Tumble to dismount.
Banisters
Sliding down a banister requires a Balance roll (+20 if one leg on
each side of the banister) to stay on the banister instead of
falling off, and allows the slider to move fast (movement rate of
6 for first story, 9 for second, and 12 for third and up). If there
is a pediment at the bottom when the slider arrives at the bottom
then the slider takes 2D6 non-lethal damage to the abdomen for each
story he slid. A successful Tumble or Jump roll can avoid the
damage at the bottom; Tumble and Jump are at half skill if the
slider had one leg on each side of the banister.
Thrown Beer Mugs
A simple use of the Throw skill. Damage is 1D6-1 plus damage bonus
in non-lethal damage. Same for bottles.
Missile Ranges
Range Penalties: The Effective Range (ER) of an unsighted gun
(including Light Crossbows, Pistols, Muskets, and Shotguns) is
Attack (ATT) meters; a sighted gun, such as a rifle, is ATTx2
meters; and a gun with scope is ATTx4 meters, or more, for more
powerful scopes. Any gun may be fired as Unsighted at whatever Rate
the gun allows, as Sighted once per round, or with a Scope once per
two rounds, since weapon recoil typically throws off aim. Each
doubling of the range band reduces the firer's chance to hit by
20%. For instance Henri Poisson fires his Derringer .32 at his
arch-enemy, the dangerous Gascon D'Argent, who is 20 Meters away.
Henri's ATT is 11, average. Henri is between ER and ERx2, giving
him a 20% penalty to his Pistol skill of 67%, bringing his chance
to hit down to 47%. Meanwhile, D'Argent, whose ATT is 9, is ERx2
and ERx4, giving him a penalty of 40% on his Pistol skill of 103%,
bringing his chance to hit down to a mere (for him) 63%.
When a missile is used up to Point Blank (PB) range in meters the
user's chance to hit is doubled.
Aim Max
Method Rate ER PB Notes
------- ---- ---- ----- ----------
Thrown any ATTx1 ATT/3 Any thrown wpn, 3SR+DexSR to reload
Bow any ATTx1 ATT/3 Any self bow, 3SR+DexSR to reload
Hipshot any ATTx1 ATT/3 Any un-aimed gun or crossbow
Sight 1/MR ATTx2 ATT Any aimed gun or crossbow, 1MR to
ready
Scope (x4) 1/2MR ATTx4 ATTx2 Any gun with x4 scope, 2MR to ready
Scope (x10) 1/4MR ATTx6 ATTx3 Any gun with x10 scope, 4MR to
ready
Laser Sight any ATTx4 ATT Easily jarred out of alignment
Smart Link any ATTx6 ATTx2 Easily jarred out of alignment
Range up to Modifier
Point Blank +20
Eff. Range +0%
ER x 2 -20%
ER x 4 -40%
ER x 8 -60%
ER x 16 -80%
Maximum Range: Each weapon has a Maximum Range listed. Shots beyond
Maximum Range are simply not possible. The projectile does not
travel far enough with a great enough momentum to damage anything
beyond that range. If for some reason the projectile would travel
any further, say if it were fired directly down some tremendously
high precipice, then halve its damage if it hits anything.
New Weapon Stats Tables
Note that ENC is computed as in RQ2, not RQ3, and Prices are in
Large Bronze coins (LB).
Melee Weapons
Weapon Weapon Str/ Skill
Skill Name Dex Base ENC Damage AP SR Price
Axe, 1H Battleaxe 13/9 x2 2 1D8+2 8 2 200
Hatchet 7/9 x2 1 1D6+1 6 2 125
Axe, 2H Battleaxe 9/9 x1 2 1D8+2 8 2 200
Great Axe 11/9 x1 2 2D6+2 10 1 250
Halberd 13/9 x1 3 3D6 or 1D10 10 1 700
Poleaxe 11/9 x1 3 3D6 10 1 400
Dagger Dagger -/- x3 0 1D4+2 6 3 100
Knife -/- x3 0 1D3+1 4 3 40
Main Gauche -/9 x2 .5 1D4+2 10 3 250
Fist Cestus, Heavy 11/- x4 1 1D3+2 8 3 200
Cestus, Light 7/- x4 0 1D3+1 4 3 200
Fighting Claw 7/9 x4 .5 1D4+1 - 3 200
Syferan Gauntlet -/- x4 1 1D4+2 4 3 N/A
Flail, 1H Ball & Chain 11/7 x1 2 1D10+1 8 2 500
Grain Flail 9/- x1 1 1D6 6 2 50
Three Chain 9/13 x1 2 1D6+2 10 2 400
Flail, 2H Military 9/- x1 3 2D6+2 10 1 400
Hammer, 1H Warhammer/Pick 11/9 x2 1 1D6+2 8 2 300
Hammer, 2H Great Hammer 9/9 x1 3 2D6+2 10 1 500
Mace, 1H Heavy Mace 13/7 x3 2 1D10 10 2 200
Light Mace 7/7 x3 1 1D8 6 2 100
Wooden Club -/7 x3 0 1D6 4 2 5
Blackjack -/10 x3 0 1D4+KO - 3 30
Maul Heavy Mace 9/7 x2 2 1D10 10 2 200
Quarterstaff 9/9 x2 2 1D8 8 1 50
War Maul 11/7 x2 3 1D10+2 12 1 300
Work Maul 13/7 x2 3 2D6+2 12 2 300
Rapier Rapier 7/13 x1 1 1D6+1 8 2 150
Estoc 8/11 x1 1 1D6+1 8 2 N/A
Shortsword Gladius -/- x2 1 1D6+1 10 2 125
Shield Buckler -/9 x1 1 1D4 8 3 50
Heater/Target 9/- x3 2 1D6 12 3 75
Hoplite Shield 12/- x3 3 1D6 18 3 150
Kite 11/- x3 2 1D6 16 3 125
Viking Round 9/7 x3 2 1D6 12 2 100
Spear, 1H Javelin 7/7 x1 1 1D6+1 8 2 75
Lance (mtd) 7/7 x1 3 1D10+1 10 0 250
Short Spear 7/7 x1 2 1D8+1 10 2 50
Spear, 2H Long Spear 9/7 x3 3 1D10+1 10 1 100
Naginata 7/11 x1 3 2D6+2 10 1 N/A
Pike 11/7 x3 3 2D6+2 12 0 120
Short Spear -/7 x3 2 1D8+1 10 2 50
Bayonet, Mtd 7/7 x3 +1 1D8+1 12 2 N/A
Sword, 1H Bastard Sword 13/9 x2 1 1D10+1 12 2 500
Broadsword 9/7 x2 1 1D8+1 10 2 250
Falchion/Scimitar 7/11 x2 1 1D6+2 10 2 225
Sword, 2H Bastard Sword 9/9 x1 1 1D10+1 12 2 500
Great Sword 11/13 x1 2 2D8 12 1 750
Missile Weapons
Weapon Weapon Str/ Skill Max
Skill Name Dex Base ENC(m) Damage AP Range ROF PEN Price
Throw Atlatl 7/9 x1 1 +1D6 6 +x2 1/MR - 50
Blowgun* Blowgun Dart -/11 x2 1(.05) 1D3 4 x3 1/MR - 300
Throw Bolas 9/13 x3 1 1D4+entangle - x2.5 1/MR - 100
Boomerang, War 13/9 x3 1 1D8 6 x5 1/MR - 60
Boomerang, Returns 9/11 x3 1 1D4 3 x5 SR - 40
Dart, 5cm pt -/8 x3 0 1D4 - x1 SR - 10
Dart, 10cm pt 6/9 x3 1 1D6 4 x3 SR - 75
Javelin 9/9 x3 1 1D8 8 x5 SR - 75
Shuriken -/11 x3 0 1D2 - x1.5 SR - N/A
Thrown Spear 9/10 x2 2 2D6 10 x1.5 SR - 50
Throwing Axe 9/11 x2 1 1D6 6 x2 SR - 150
Throwing Knife -/11 x3 0 1D4 4 x2 SR - 100
Thrown Rock -/- x3 1 1D3 - x2 SR - -
Light Cloak -/12 x3 1 cover 1 /6 1/MR - 20
Heavy Cloak 10/12 x3 3 cover 3 /4 1/MR - 50
Lasso Rope Lasso 9/13 x1 2 entangle - 10m 1/5MR - 200
Pole Lasso 9/9 x4 3 entangle 4 3m 1/MR - 100
Whip Bull Whip 9/9 x2 1 1D4+entangle 6 5m 1/MR - 150
Self Bow** Short Bow 9/9 x1 2(.05) 1D6+1 5 x12 SR - 250
Long Bow 11/9 x1 2(.05) 1D8+1 6 x25 SR 4 350
Composite Bow 13/9 x1 2(.05) 1D8+1 7 x30 SR 4 350
Desert Bow 13/11 x1 2(.05) 1D8+1 7 x40 SR 6 600
Meln. Bone Bow 11/13 x1 2(.05) 1D8+2 6 x40 SR 8 750
Sling Sling -/11 x1 1(.05) 1D8 - x10 1/MR - 25
Staff Sling 9/11 x2 2(.05) 1D10 10 x12 1/MR - 75
* Blowgun darts are generally dipped in poison of Potency 2D10 or there-abouts.
** For the purposes of this table, all Self Bows are assumed to be
shooting Target arrows. If they are used with Broad Heads instead, add
+2 to damage and halve PEN.
Big Guns and Machines
Weapon Weapon Str/ Skill Max
Skill Name Dex Base ENC Damage AP Range ROF PEN Price
Big Guns Acid Cannon -/12 x1 60 6D6 30 150 1/3MR 50 Tragic Mill.
Beam Cannon -/- x1 40 6D6 20 500 1/2MR Heat Uerth
Cannon -/- x1 80 10D6 60 400 1/6MR 50 Albyon
Laser Cannon -/- x1 70 12D6 20 1200 1/3MR Heat Uerth
Siege Arbalest 18/- x2 3(.1) 3D6+1 12 425 1/5MR 8 Albyon
Ballista -/- x1 80 10D6 25 275 1/5min 20 Albyon
Catapult -/- x2 100 6D6 30 325 1/5min 20 12,000
Springal -/9 x1 30 3D6 25 300 1/5min 6 5000
Trebuchet -/- x1 Immobile 12D6 30 300 1/15min 50 50,000
Firearms and High Tech (no Damage bonus with these weapons)
Weapon Weapon Str/ Skill Maximum
Skill Name Dex Base ENC Damage AP Range ROF PEN Availability
Crossbow Light Crossbow 9/11 x3 2(.05) 1D6+2 6 225 1/2MR 3 N/A
Medium Crossbow 11/7 x3 2(.05) 2D4+2 8 275 1/2MR 4 N/A
Heavy Crossbow 13/7 x3 3(.05) 2D6+2 10 300 1/3MR 5 N/A
Stonebow 11/7 x3 2(.1) 1D6+2 6 200 1/MR 3 N/A
Repeater (12shot) 9/7 x3 2(.05) 1D6+2 6 170 SR 3 N/A
Black Powder Blunderbuss 13/- x3 3 4/3/2D6 ? 10/20/30 1/6MR 0 N/A
Musket -/- x2 2 2D6+2 ? 120 1/6MR 8 N/A
Pocket Pistol -/- x2 1 1D6+2 ? 25 1/6MR 3 N/A
Holster Pistol -/- x2 1 2D4+2 ? 60 1/6MR 5 N/A
Guns* .22S Pistol -/- x2 .5 1D6 10 70 SR 3 Earth
.32(7.6mm)Pistol -/- x2 .5 1D8 10 100 SR 4 Earth
.38(9mm)Pistol -/- x2 1 1D10 10 100 SR 5 Earth
.44 Pistol 10/- x2 1 1D10+2 10 100 SR 8 Earth
.357 Pistol 8/- x2 1 1D10 10 100 SR 6 Earth
.45 Pistol 12/- x2 1 1D10+2 10 100 SR 10 Earth
.44M Pistol 13/- x2 1 2D6+2 10 100 SR 12 Earth
20 Gauge Shotgun** -/- x3 2 2/1/.5D6 8 10/20/50 SR 0 Earth
12 Gauge Shotgun** 12/- x3 2 4/3/2D6 10 10/20/50 SR 0 Earth
.22L Rifle -/- x2 2 1D6+2 9 200 SR 4 Earth
30-06 Rifle -/- x2 2 2D6+2 12 500 SR 12 Earth
Machine Pistol -/- x2 1 1D10 8 150 SR(x3) 5 Earth
M-16 Assault Rifle 12/- x2 2 2D6+2 10 1000 SR(x3) 12 Earth
Squad Machine Gun 20/- x1 6 2D8+2 12 1500 SR(x3) 15 Earth
Laser*** Hideout -/12 x3 .5 1D6 4 50 SR Heat Uerth
Light Pistol -/12 x3 1 1D8 4 200 SR Heat Uerth
Heavy Pistol -/12 x3 1 1D8+2 4 250 SR Heat Uerth
Huge Pistol -/12 x3 1 2D6+2 6 300 SR Heat Uerth
Light Rifle -/12 x3 2 3D6 6 1000 SR Heat Uerth
Heavy Rifle -/12 x3 2 4D6 6 1400 SR Heat Uerth
Blaster Hideout 6/8 x2 .5 2D8 4 10 1/MR 6 Terra
Light Pistol 10/8 x2 1 1D10+2 4 30 1/MR 8 Terra
Heavy Pistol 14/8 x2 1 2D8 6 30 1/MR 10 Terra
Huge Pistol 18/8 x2 1 2D10 6 30 1/MR 12 Terra
Light Rifle 10/8 x2 2 2D8 10 150 1/MR 10 Terra
Heavy Rifle 12/8 x2 2 2D10 10 150 1/MR 12 Terra
Death Ray Death Ray Pistol -/- x2 .5 6D6 4 20 SR 50 Gallifrey?
Flame Lance Flame Lance -/- x2 2 3D6 10 50 1/MR 15 Tragic Mill.
Str minima are for full ROF of weapons, lesser Str means you must spend 1 extra MR to ready between shots, or mount the gun.
* Pistols are assumed to be Revolvers. Automatic Pistols are similar
except they have 6AP and reload a whole clip in one MR unlike Revolvers,
which require 1MR to load two rounds, 3MR to load all six.
** Sawed off Shotguns have a Range of 5//10 meaning they do full damage
up to 5 meters, and minimum damage from 5 to 10 meters.
*** Lasers heat metal armor, causing half their damage as heat damage to
anyone hit by a laser who is wearing metallic armor.
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This archive was generated by hypermail 2.1.7 : Sat 05 Jul 2003 - 20:28:25 EEST